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Fezvez's' Co-op guide and hero review - Page 2

Forum Index > SC2 General
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Psyonic_Reaver
Profile Blog Joined June 2007
United States4336 Posts
November 17 2015 01:55 GMT
#21
As Swann I just mass Goliaths. They kill air. They kill ground. Literally nothing they can't decimate. Upgrades are really good for them too. Laser big targets like hybrids. Roll face across keyboard. Win.
So wait? I'm bad? =(
fezvez
Profile Blog Joined January 2011
France3021 Posts
Last Edited: 2015-11-17 02:11:23
November 17 2015 02:07 GMT
#22
On November 17 2015 07:23 ChristianS wrote:
Show nested quote +
On November 17 2015 06:19 fezvez wrote:
On November 17 2015 06:13 ChristianS wrote:
I couldn't disagree more about vultures. With a squad of 6-8 vultures constantly placing mines and rebuilding them, you can easily wipe out basically every ground unit that comes to attack you. Then your bio ball and special abilities are free to run around the map killing stuff – a lot of people tend to use the ultimate abilities as a panic button when an incoming attack is too big, but with just a handful of vultures you simply don't need to. The big red hybrid is usually the only one to survive the mine field, and even he's on low health by the end and you can probably just kite him with the vultures.


So, mine fields are indeed nice, I can solo clear waves 2, 3 and 4 usually.

The problem is twofold :
- Constant APM grab, as well as small resources lost, which is roughly similar to the few marines you lose every engagement
- When you have to assault something, the vulture damage is very lackluster. Seriously, you kite the red hybrid with vulture? Even more APM grab

Most AI push are trivial to deal with. The problem are the big ones. Namely, the big red hybrid and the big capital airship wave. Vulture deals semi-decently with only the former half.

I see a pretty big difference between "vultures are bad" and "vultures require APM." Personally, I find the multitasking aspect of these fun, and anyway, they don't really require much more attention than keeping half your army back to defend. Frequently there will be a dynamic where, for instance, the game throws two attacks at you from different directions, while simultaneously expecting you to go after some objective that's out of your base. With ~20 supply of vultures and maybe a few turrets, you can just ignore one of those attacks, kill the other with your entire bio ball, and then go after the objective.

I'd consider it way more of an APM sink, and way more difficult, to split your army in half, and then try to micro both armies to defend both attacks while retaining enough bio that you'll still be able to go after the objective. Kiting with vultures is way easier than kiting with bio, for instance, and kiting with bio is usually what you have to do against the red hybrid anyway.

On top of all that, vultures are so cheap! You'll have to get a factory anyway, and you can easily just put a tech lab on it, research the 50/50 for the replenishment upgrade, and queue out vultures one at a time. Alternatively if you find them that useful, you can add just one more factory with reactor and get two at a time without even sacrificing your ability to make tanks. I mean, you're complaining about the resources lost on replenishing mines, but in the average attack against your base would you lose more than 8 marines? Because spending all 24 mines from 8 vultures and replenishing them costs less than 8 marines, and if I defended one of those attacks with all the hybrid and such only losing 8 marines, I'd call that a huge win.

I mean, don't build vultures if you don't want to, I don't care. But I'm amazed that vultures got specifically mentioned in your review as being bad, while you suggested people build battlecruisers. Every single game I've tried to make battlecruisers they've basically just been wasted supply.


I think my intent was not conveyed clearly, and my first answer was not adequate. I stated that Raynor is a mineral heavy character because of MULEs. Consequently, you would spam marines. You could alternatively spam vultures, which I suggested against. I personally have tried once with moderate success mass vultures + battlecruisers, a game which I won in the end, but which would have been much quicker and less ugly with almost any other unit composition.

I did not state that vultures are beyond terrible, that there is never a reason to make them, or anything along those lines. I recognize that small amount of vultures are really good early game (solo waves 2 to 4), but I feel that there are better use of your APM in the endgame when you cruise around with your 200/200 around the map. They can still be good in the right hands, but that was not my point at all in the OP. My point was what you could dump your minerals into.

To repeat once again, mass vultures is fun, but terrible. Spend your 5k minerals in turrets and marines
DrSeRRoD
Profile Joined October 2010
United States490 Posts
November 17 2015 03:03 GMT
#23
Anyone of you guys that feel Brutal is too easy want to partner up and grind out a ton of games? I can make it nice and challenging for you and use any hero you'd like. Swann for more gas, Kerrigan for more minerals, take my expansion, etc. I just want to grind out brutal with someone real good that can carry and make it a bit more fun for them. PM me if interested, I play on Eastern time around 5pm-10pm.
HeroMystic
Profile Joined March 2011
United States1217 Posts
November 17 2015 03:50 GMT
#24
I'm really surprised no one talks about how Swann can use the Hercules to transport tanks already sieged up. That is OP as fuck.
Sitinte
Profile Blog Joined January 2011
United States499 Posts
Last Edited: 2015-11-17 04:31:38
November 17 2015 04:30 GMT
#25
Swann's Starport upgrades are pretty OP as well. The fact that Science Vessels can upgrade their healing ability be energy independent is just ridiculous, and Irradiate always works wonders against Z AI.

Wraiths, while they still take a backseat to Goliath/Tank, still do rather well with their evasion ability, and the fact that their attack speed can be halved to that of an unstimmed marine. (0.85)
ChristianS
Profile Blog Joined March 2011
United States3188 Posts
November 17 2015 04:45 GMT
#26
On November 17 2015 11:07 fezvez wrote:
Show nested quote +
On November 17 2015 07:23 ChristianS wrote:
On November 17 2015 06:19 fezvez wrote:
On November 17 2015 06:13 ChristianS wrote:
I couldn't disagree more about vultures. With a squad of 6-8 vultures constantly placing mines and rebuilding them, you can easily wipe out basically every ground unit that comes to attack you. Then your bio ball and special abilities are free to run around the map killing stuff – a lot of people tend to use the ultimate abilities as a panic button when an incoming attack is too big, but with just a handful of vultures you simply don't need to. The big red hybrid is usually the only one to survive the mine field, and even he's on low health by the end and you can probably just kite him with the vultures.


So, mine fields are indeed nice, I can solo clear waves 2, 3 and 4 usually.

The problem is twofold :
- Constant APM grab, as well as small resources lost, which is roughly similar to the few marines you lose every engagement
- When you have to assault something, the vulture damage is very lackluster. Seriously, you kite the red hybrid with vulture? Even more APM grab

Most AI push are trivial to deal with. The problem are the big ones. Namely, the big red hybrid and the big capital airship wave. Vulture deals semi-decently with only the former half.

I see a pretty big difference between "vultures are bad" and "vultures require APM." Personally, I find the multitasking aspect of these fun, and anyway, they don't really require much more attention than keeping half your army back to defend. Frequently there will be a dynamic where, for instance, the game throws two attacks at you from different directions, while simultaneously expecting you to go after some objective that's out of your base. With ~20 supply of vultures and maybe a few turrets, you can just ignore one of those attacks, kill the other with your entire bio ball, and then go after the objective.

I'd consider it way more of an APM sink, and way more difficult, to split your army in half, and then try to micro both armies to defend both attacks while retaining enough bio that you'll still be able to go after the objective. Kiting with vultures is way easier than kiting with bio, for instance, and kiting with bio is usually what you have to do against the red hybrid anyway.

On top of all that, vultures are so cheap! You'll have to get a factory anyway, and you can easily just put a tech lab on it, research the 50/50 for the replenishment upgrade, and queue out vultures one at a time. Alternatively if you find them that useful, you can add just one more factory with reactor and get two at a time without even sacrificing your ability to make tanks. I mean, you're complaining about the resources lost on replenishing mines, but in the average attack against your base would you lose more than 8 marines? Because spending all 24 mines from 8 vultures and replenishing them costs less than 8 marines, and if I defended one of those attacks with all the hybrid and such only losing 8 marines, I'd call that a huge win.

I mean, don't build vultures if you don't want to, I don't care. But I'm amazed that vultures got specifically mentioned in your review as being bad, while you suggested people build battlecruisers. Every single game I've tried to make battlecruisers they've basically just been wasted supply.


I think my intent was not conveyed clearly, and my first answer was not adequate. I stated that Raynor is a mineral heavy character because of MULEs. Consequently, you would spam marines. You could alternatively spam vultures, which I suggested against. I personally have tried once with moderate success mass vultures + battlecruisers, a game which I won in the end, but which would have been much quicker and less ugly with almost any other unit composition.

I did not state that vultures are beyond terrible, that there is never a reason to make them, or anything along those lines. I recognize that small amount of vultures are really good early game (solo waves 2 to 4), but I feel that there are better use of your APM in the endgame when you cruise around with your 200/200 around the map. They can still be good in the right hands, but that was not my point at all in the OP. My point was what you could dump your minerals into.

To repeat once again, mass vultures is fun, but terrible. Spend your 5k minerals in turrets and marines

Oh, I think we agree there. I'm pretty sure there's no reason to make battlecruisers, and I don't think you should make more than ~10 vultures. If you spam them then they'll trade poorly against most enemies, and there's just not much use for that many spider mines – they're really good on defense, but running into a group of enemies and placing spider mines during the fight is a lot weaker.

That said, I think it's much stronger to make ~10 vultures than to just have 20 more supply of bio. A constant supply of OP spider mines for just 15 minerals each? Yes, please!
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Destructicon
Profile Blog Joined September 2011
4713 Posts
Last Edited: 2015-11-17 09:28:57
November 17 2015 08:15 GMT
#27
The downside I've had with Vulture openings is that they come out later then a bio opening and in smaller numbers, so you usually need an ally's help or cooldown to clean up the first wave. Apart from that Vultures are superior due to trivializing the early to mid game with their spider mines. You just need 6 vultures and a tiny bit of multitasking to completely cover a flank with enough mines to melt most armies.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2015-11-19 12:09:58
November 17 2015 10:26 GMT
#28
  • Vultures are great and I actually go full mech as Raynor. Especially for the Xelnaga Temple mission, you can mine up your base against the drop pods. I actually consider Vultures the "OP" unit of Raynor.
  • My normal strategy for Vorazun is to go Cosair/DT. This lets you solo almost any mission even if your ally is horrible. Often times, I never lose a single unit throughout the course of a mission. On a Temple of the Past mission where I won, it once came out to 750 units killed for me and less than 100 units killed for my ally.
  • Kerrigan is usable at low levels. I've found hydra/queen/ultra to be a fine unit composition when you don't have access to many upgrades.
  • Tanks + Hercules is insane and imo makes Swann the second best hero. He does have a much slower start compared to other heroes though.
  • The heroes tier list from best to worst for me goes: Vorazun, Raynor, Swann, Kerrigan, Artanis, Zagara. Raynor's ranking for me definitely rose though after I figured out Vultures are great.
  • Some missions are clearly much more difficult than others. In terms of difficulty, for me it goes Void Launch, Temple of the Past, Oblivion Express, Void Trashing, Rifts of Korhal.
Moderator
Jenia6109
Profile Blog Joined December 2008
Russian Federation1612 Posts
November 17 2015 10:49 GMT
#29
I don't build Tanks as Raynor at all. Bio + Vikings is all you need. And bunkers with Turret upgrade are quiet good to spam if you need to tank your base or temple for example.
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
Tankz123
Profile Joined December 2011
Denmark228 Posts
November 17 2015 11:21 GMT
#30
don't see the raynor hate at all. so far i've played raynor, kerrigan, artanis and zagara (or w/e her name is) to level 15 and raynor is by far the most broken one out of them. By getting up to 5-8 cc's, you can easily spam marine/medic from 16+ all over the map while still having an insane bank. I personally have no idea why raynor has tanks/other mech units as i never got around to build them, since the mobility from bio is just too god damn good.
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 17 2015 11:34 GMT
#31
Wait a minute Monk, are you telling me that Hercules can pick up sieged tanks?
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2015-11-17 12:01:51
November 17 2015 12:00 GMT
#32
On November 17 2015 20:34 Destructicon wrote:
Wait a minute Monk, are you telling me that Hercules can pick up sieged tanks?

Apparently so. I never built a single Hercules so far, but I guess it's a good time to start.

Swann Ramps slowly, but it is very safe to cc first because turrets are so OP, especially against zero where they can kill infinity lings.
Porouscloud - NA LoL
fezvez
Profile Blog Joined January 2011
France3021 Posts
Last Edited: 2015-11-17 12:15:50
November 17 2015 12:14 GMT
#33
On November 17 2015 20:34 Destructicon wrote:
Wait a minute Monk, are you telling me that Hercules can pick up sieged tanks?


It's broken as fuck, you can pick up and drop sieged tanks. Two Hercules are often enough to carry your whole army around

On a side note, I agree with most of what Monk says (again, Vultures are good. Mass vultures is bad). I would swap Void Launch and Temple of the Past in terms of difficulty, but I agree that it completely depends on the hero. Some have amazing AA, some not so much
HeroMystic
Profile Joined March 2011
United States1217 Posts
November 17 2015 12:31 GMT
#34
On November 17 2015 20:34 Destructicon wrote:
Wait a minute Monk, are you telling me that Hercules can pick up sieged tanks?


Yes. They can hold up to 8 Sieged Tanks. With the +40 damage upgrade that's 800+ burst damage per hercules that can be microed.
Phael
Profile Joined May 2010
United States281 Posts
November 17 2015 22:33 GMT
#35
I was excited to try out Swann with hercules & tanks. The problems:

1.) Hercules is stupid. You have a bunch of tanks, you right click Hercules, you'd expect the hercules to wander over and pick them up, but no, it only picks up those in range otherwise it just stays put. At least medivacs make an effort to meet the units halfway.

2.) Need so many herculei. I think I needed like seven or eight for a full 200/200 army.

3.) When you doom drop, siege tanks dropped siege mode. Which is okay, except that they'll often trap like 20 goliaths in between them and if you want to free them up you either have to exclusively put tanks in the hercules (which sort of defeats the purpose), or unsiege, split, then siege up again, which again makes things so annoying to micromanage.

I dunno, I kinda think that Zagara is the second best commander after Vorazun. Banelings and scourge take care of everything so quickly, and upgraded zerglings are stellar.
HeroMystic
Profile Joined March 2011
United States1217 Posts
Last Edited: 2015-11-18 00:17:31
November 18 2015 00:16 GMT
#36
You don't use Hercules to transport your entire army. There's literally no reason to do that when Goliaths are so fast on their own. I only build 2 Hercules because there's no need to ever have more than about 10-12 tanks.

Also #1 never happened to me. My hercules have always went to my sieged tanks.
trinxified
Profile Joined December 2010
Canada7774 Posts
Last Edited: 2015-11-18 07:07:52
November 18 2015 03:40 GMT
#37
Swann is the most fun IMO. I personally think he's the best one. Mass Goliaths with Science Vessels is easy win. Level 10+ with Swann makes your Goliaths have insane range, like 8 ground, 10 air, so it's easy to get a deathball going.

and him allowing yourself and team mate to get more gas is amazing. this is the key here.
DrSeRRoD
Profile Joined October 2010
United States490 Posts
November 18 2015 13:06 GMT
#38
Swann seems pretty strong even with someone of lower skill like myself. My biggest problem was getting my initial goliaths kills by the first wave until I used ARES bots. This was on Hard though, will the drop-down be ready in time for wave 2 on the maps? On Normal, both your CDs are ready by wave 1 and on Hard, your first CD is ready shortly after it arrives, but I haven't tried brutal yet as I would like to learn the timings a bit better before going in blind to help make up for my lack of skill.

Is there anyone that wants a consistent Co-Op partner for Brutal? I'd like to knock out the 150 wins over the next couple of weeks but could use a good/strong partner or someone that can abuse the hell out of Vorazun and practically carry the win. I'm up for running the same map over and over if it makes it easier/faster. I imagine I would improve greatly over time with a consistent strategy, but would like to have that opportunity to learn and force myself to macro better without the frustration of just losing every single game trying on my own or frustrating a pub partner by queueing Brutal.
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2015-11-18 14:06:19
November 18 2015 14:04 GMT
#39
Just tried out my first few games of coop, really enjoying it. It's a great change of pace compared to ladder, really happy they added it.

Only played Artanis since I've just completed the campaign, but the 5 sec immortality is indeed crazy on marines and lings lol

Tried out photon cannons+archons but that wasn't very good as you really miss the mobilty of an actual army and archons get stuck in allied units.
Neosteel Enthusiast
tshi
Profile Joined September 2012
United States2495 Posts
Last Edited: 2015-11-18 14:18:34
November 18 2015 14:17 GMT
#40
On November 17 2015 19:26 monk wrote:
VLUTURES R FUN


Yeah same here. It took a bit of tinkering, but using Vultures (with auto-refill on spidermines) was pretty fun cuz it kept me on my toes in terms of things to do while playing. I realized that after you amass a big number of them, they're like a spell you cast down to make stuff die so that your base is covered and stuff while the main army is moving around doing specialized things
scrub - inexperienced player with relatively little skill and excessive arrogance
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